Oof. Looks like this affected some other languages as well - somebody at Microsoft needs to up their documentation game, methinks.
Your friendly local programmer, uni student and *nix addict.
Oof. Looks like this affected some other languages as well - somebody at Microsoft needs to up their documentation game, methinks.
That sounds like more effort than just… writing the code.
I liked GalaxQL.
Can’t beat Iosevka in my opinion. I use the Term variant for my shell as well.
Well, that’s to be expected - the implementation of map
expects a function that takes ownership of its inputs, so you get a type mismatch.
If you really want to golf things, you can tack your own map_ref
(and friends) onto the Iterator
trait. It’s not very useful - the output can’t reference the input - but it’s possible!
I imagine you could possibly extend this to a combinator that returns a tuple of (Input, ref_map'd output)
to get around that limitation, although I can’t think of any cases where that would actually be useful.
It wouldn’t be as relevant, since passing a function or method instead of a closure is much easier in Rust - you can just name it, while Ruby requires you to use the method
method.
So instead of .map(|res| res.unwrap())
you can do .map(Result::unwrap)
and it’ll Just Work™.
I don’t know about dangerous, but case-insensitive Unicode comparison is annoying, expensive and probably prone to footguns compared to a simple byte-for-byte equality check.
Obviously, it can be done, but I guess Linux devs don’t consider it worthwhile.
(And yes, all modern filesystems support Unicode. Linux stores them as arbitrary bytes, Apple’s HFS uses… some special bullshit, and Windows uses UTF-16.)
Care to clue me in? I spend my time far, far away from the web dev sphere :p
After seeing the various forms of black magic Nintendo devs have pulled off with what is essentially decade-old tablet hardware… yeah, fine by me.
In before one of them starts stripping or firewalling the phone-home code. What’s Unity gonna do? Valve hasn’t signed any contracts with them!
But an extra fee will be charged if a user installs a game on a second device, say a Steam Deck after installing a game on a PC.
Actually asinine.
Bevy is definitely nice, but it’s probably a bridge too far for (say) an indie team moving off Unity. (Rust learning curve + ECS learning curve + no editor yet + still pre 1.0)
Love it for personal projects though.
I wonder if distributors could get away with doing that automatically. My gut instinct tells me that Unity isn’t stupid enough for that to be feasible long term, but… like you say, the C-suite bozos clearly aren’t listening to the engineers.
Every other engine is smelling blood in the water it seems
For the sake of your sanity, I hope there’s a resolution to this that doesn’t involve a rewrite.
I can’t decide if they’ll get away with this or if they’re committing corporate suicide.
Depending on how they generate a hardware fingerprint, fabricating random ones every check is a single LD_PRELOAD
(or equivalent) away.
There’s a reason Hello Games wrote their own engine for NMS. We all know that it was pretty bad gameplay-wise at launch, but under the hood NMS was (and still is) something of a technical marvel. No loading screens except for a disguised one when jumping between systems is quite impressive.
I’m sure that any flagged snippets will be submitted to a human for final review. They definitely won’t just auto-ban-hammer innocent people because the AI misinterpreted something they said!
Sigh.
> online gambling
Cry harder